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path: root/src/server/game/Spells/Spell.cpp
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Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rw-r--r--src/server/game/Spells/Spell.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index ab4215970b6..58c2fa7755a 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -2675,7 +2675,7 @@ SpellMissInfo Spell::PreprocessSpellHit(Unit* unit, bool scaleAura, TargetInfo&
if (m_originalCaster && unit->IsInCombat() && m_spellInfo->HasInitialAggro())
{
- if (m_originalCaster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE)) // only do explicit combat forwarding for PvP enabled units
+ if (m_originalCaster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) // only do explicit combat forwarding for PvP enabled units
m_originalCaster->GetCombatManager().InheritCombatStatesFrom(unit); // for creature v creature combat, the threat forward does it for us
unit->GetThreatManager().ForwardThreatForAssistingMe(m_originalCaster, 0.0f, nullptr, true);
}
@@ -3065,7 +3065,7 @@ void Spell::prepare(SpellCastTargets const& targets, AuraEffect const* triggered
}
// focus if not controlled creature
- if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
+ if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED))
{
if (!(m_spellInfo->IsNextMeleeSwingSpell() || IsAutoRepeat()))
{
@@ -3317,7 +3317,7 @@ void Spell::_cast(bool skipCheck)
// if the spell allows the creature to turn while casting, then adjust server-side orientation to face the target now
// client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::FocusTarget
- if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
+ if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED))
if (!m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
if (WorldObject* objTarget = m_targets.GetObjectTarget())
m_caster->ToCreature()->SetInFront(objTarget);